home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Various Unprotection Examples
/
unprotect.zip
/
unprotect
/
MECHDOC
/
MECHWAR.DOC
< prev
Wrap
Text File
|
1989-12-16
|
14KB
|
234 lines
Documentation and Solve for MechWarrior
Brought to you by Spectre General of the Syndicate
Greetings, and welcome to the wonderful world of BattleTech! As a quick
overall summary of the plot behind MechWarrior, and I wouldn't be surprised
if you didn't realize that there actually is one, your name is Gideon Braver
Vandenburg, son and heir to Duke Cameron Vanderburg of Ander's Moon under the
house of Davion. Unfortunately, your entire family was slaughtered two days
ago by a group of bandit Mechs. According to witnesses, Jarris McBrin appeared
and drove off the attackers before they could wreak more havoc. His timely
appearance was seen by the populace, since a video news team just happened to
arrive at the same time as McBrin. He explained to the camera team that he was
nearby "on maneuvers" when he picked up the raiders on his sensors, and
naturally he raced to assist. He stated that he was sorry to have been too
late to save the Duke and his family. When you returned home and sorted
through the rubble, you discovered that the Chalice of Herne, as well as the
Vandenburg's treasury, were gone. After questioning surviving servants about
the attack, you discovered each assaulting Mech was embroidered by a skull with
bat wings.
The next day, the Council of Representatives held a meeting to discuss the
events at Castle Vandenburg and elect a new Duke. To your surprise, Jarris
McBrin denounced your father as a traitor, claiming he was in league with
the pirates. According to McBrin, your father had attempted to double-cross
the bandits, and so they destroyed him. "Proof" was submitted and the Council
overwhelmingly voted to freeze all remaining Vanderburg assets. Jarris said
that he would use all of the resources at his disposal to find the missing
Chalice. By a narrow margin, Jarris's motion to elect a new Duke failed. The
Council voted to hold off the election until you reached legal adulthood on
your 23rd birthday--April 8, 3029. At that time, the council will decide
whether Jarris McBrin or Gideon Braver Vanderburg becomes the new Duke of
Ander's Moon.
Still in a daze from the whirlwind of events that had overturned your life,
you failed to notice you were being followed on your way home until a starry
explosion of pain burst inside your head. As I lay on the ground, being
subject to an expert beating, gasping for breath, I remember the leering voice
of Jarris McBrin congratulating himself.
"You'll never be the Duke," he gloated. "I've made sure of that. The Chalice
is hidden light-years from here, where you'll never find it. And if you don't
have the Chalice, you can't become the Duke, no matter what the Council
decides. But of course, I'll be there, having fortunately recovered the
Chalice from the pirates. How graciously I'll accept the Dukedom that the
cheering populace will demand I be given! Who would deny the Dukedom to Jarris
McBrin, the valiant hero who tracked down the pirates and destroyed them,
ending the Vandenburg's vicious conspiracy against Ander's Moon? I'd rather
dispose of you right now, but I might have to answer some awkward questions. A
pity you weren't at home when my friends 'dropped in' on your miserable family,
but no matter." His eyes narrowed. "You have 24 hours to get off the planet.
Pray that I never run across you again, or you too will wish that you had died
with your family." And with that, he and his goons disappeared into the dark-
ness while you struggled to get to your hands and knees.
Realizing there was nothing further you could do on Ander's Moon, and that you
needed help, you called on Jordan Rowe, leader of the Vandenburg faction in the
Council. He took you to his home where you talked late into the night as he
nursed your wounds. Jordan's belief is that Jarris couldn't be the brains
behind this operation--it's too big, too well-funded for his brand of petty
thievery. Jordan mentioned certain information he had come across, rumors of
radioactive mineral deposits in the highlands, and of Kurita's need for such
fuel for their insatiable war machine. He speculated that Kurita was behind
the whole plot, and that eventually their machinations would be exposed.
Jordan has provided you with an old Jenner Mech and a few C-bills, as well as
passage off-planet. He suggested that you travel under the abbreviated name of
Gideon Braver to avoid any "complications" that might arise because of the
Vandenburg name. Now it's up to you to find where Jarris has hidden the
Chalice, but it's going to take money, and the only way to acquire that is by
selling your war skills as a mercenary.
So now all of those messages on your News Net begin to make sense, eh?
Keyboard Controls:
ESC: Retreat or eject from Mech
1-10: Select specified weapon
TAB: Fire all weapons linked to AWS
Q: Quit from Command Screen or Damage Screen and return to cockpit
W: Automatic Weapon Selection (AWS) turned on or off
E: Damage readings for targeted Mech
R: Change radar range
T: Topographical Screen, toggles between elevation map and radar
U: Get up (when your Mech is knocked down)
O: Remove/attach particular weapon to AWS
P: Pause game
A: Auto-align torso and feet
S: Sound on/off
D: Damage reading for your Mech
H: Changes color of Hud
J: Activate jump jets (need to use "U" when landed)
<Enter>: Targets Mechs of bases in view
Z: Zoom (works on Command Screen also)
C: Command Screen
<Spacebar>: Fire; also, exit Command Screen and Damage Screen
N: Moves targeting cursor down
M: Moves targeting cursor up
<: Twists torso to the left
>: Twists torso to the right
-: Previous weapon
+: Next weapon
<numeric keypad>: Controls your Mech
Solve:
Once you load up the game, you will begin on a random planet, controlled by
one of the five Houses. The first thing you want to do is enter the bar and
order a drink. The bartender will give you a bit of information, but nothing
all that important. Leave, and enter the Mech Complex. You'll be greeted by
an old man who, again, gives you a bit of information that's helpful, but not
imperative. Then, review your Mech and SELL it. Why? Because you won't be
needing it for a year, and it saves you 90% of your travel expenses by not
having it around. Ok, now, you want to travel to Land's End by going over to
the picture of a pod, hitting <enter> and typing in the planet's name. Once
you arrive, go into the bar and order a drink. The bartender will tell you to
come back tomorrow, so just leave and come back right away. The man you meet
will tell you where to find Grig. Once again, you must travel as before. When
you reach your destination, you will be brought before the crime boss himself,
who agrees to sell you the information you seek if you will deliver a package
to one of his agents on Dustball. Accept his offer and you're off. Once you
reach Dustball, the agent will great you and, quite ungraciously, pull a laser
pistol on you. You want to fight and then run. Once the agent realizes he has
been double-crossed by Grig, he will supply you with a bit of information.
Enter the bar, order a drink, leave, return again, order another drink (feeling
tipsy yet?) and the bartender will have put that information to good use. He
will provide you with the name of yet another planet you must travel to. So,
you're off again, not too happy with Grig, but still a bit further than you
were before. Reaching your destination, you enter the Mech complex and find
Kangaroo Jack's brother, who provides you with information to his whereabouts.
"He has a woman there," he says. As you leave the Mech Complex, you are
assaulted by one of Grig's assassins (think he wants you dead?). You want to
run from this encounter. Luckily for you, the local police show up with their
hover tanks. Ok, enough of this. Let's go kick Grig's ass. Return to where
you originally met Grig and he provided you with his empty promise. Upon your
arrival, an old man will approach you and tell you he knows how